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The Dilemma of the Simple RPG
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<blockquote data-quote="Solomoriah" data-source="post: 7714610" data-attributes="member: 10663"><p>I can run a fair game with no rules at all. No, seriously, I've done it.</p><p></p><p>That's not how I choose to play, though. Takes too much of my time adjudicating literally everything.</p><p></p><p>I've also run games with extremely minimal rules, with no complaints from the players. My old TSGS game has been used several times with PCs occupying index cards (and I realize now I need to try it with sticky notes). A bit easier, as character generation does not require my attention, but everything else still does.</p><p></p><p>Basic Fantasy is my sweet spot... enough rules to spark the imagination, not so many as to stifle it, and as the author and rights-holder I get to say no to as many supplements as I want. But a big part of why that works is because we <strong>took money out of the equation</strong>.</p><p></p><p>These are games, people. OUR games. Seeing them as "products" cheapens them. I'm not saying that buying a game is bad, but rather, that a game seen by its designers as a true labor of love rather than a product to be marketed and sold is a beautiful thing, able to be just the size the designers want without need for supplements to boost sales.</p></blockquote><p></p>
[QUOTE="Solomoriah, post: 7714610, member: 10663"] I can run a fair game with no rules at all. No, seriously, I've done it. That's not how I choose to play, though. Takes too much of my time adjudicating literally everything. I've also run games with extremely minimal rules, with no complaints from the players. My old TSGS game has been used several times with PCs occupying index cards (and I realize now I need to try it with sticky notes). A bit easier, as character generation does not require my attention, but everything else still does. Basic Fantasy is my sweet spot... enough rules to spark the imagination, not so many as to stifle it, and as the author and rights-holder I get to say no to as many supplements as I want. But a big part of why that works is because we [B]took money out of the equation[/B]. These are games, people. OUR games. Seeing them as "products" cheapens them. I'm not saying that buying a game is bad, but rather, that a game seen by its designers as a true labor of love rather than a product to be marketed and sold is a beautiful thing, able to be just the size the designers want without need for supplements to boost sales. [/QUOTE]
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